Files @ r9583:b6e25a00b908
Branch filter:

Location: cpp/openttd-patchpack/source/src/blitter/8bpp_optimized.cpp

rubidium
(svn r13621) -Fix: building roadbits in the wrong direction on bridges or building roadbits from underneath the bridge to the bridgehead is impossible, so don't silently ignore that error when building over houses and industries is not ignored.
/* $Id$ */

/** @file 8bpp_optimized.cpp Implementation of the optimized 8 bpp blitter. */

#include "../stdafx.h"
#include "../zoom_func.h"
#include "../debug.h"
#include "../core/alloc_func.hpp"
#include "../core/math_func.hpp"
#include "8bpp_optimized.hpp"

static FBlitter_8bppOptimized iFBlitter_8bppOptimized;

void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
	/* Find the offset of this zoom-level */
	const SpriteData *sprite_src = (const SpriteData *)bp->sprite;
	uint offset = sprite_src->offset[zoom];

	/* Find where to start reading in the source sprite */
	const uint8 *src = sprite_src->data + offset;
	uint8 *dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;

	/* Skip over the top lines in the source image */
	for (int y = 0; y < bp->skip_top; y++) {
		for (;;) {
			uint trans = *src++;
			uint pixels = *src++;
			if (trans == 0 && pixels == 0) break;
			src += pixels;
		}
	}

	const uint8 *src_next = src;

	for (int y = 0; y < bp->height; y++) {
		uint8 *dst = dst_line;
		dst_line += bp->pitch;

		uint skip_left = bp->skip_left;
		int width = bp->width;

		for (;;) {
			src = src_next;
			uint trans = *src++;
			uint pixels = *src++;
			src_next = src + pixels;
			if (trans == 0 && pixels == 0) break;
			if (width <= 0) continue;

			if (skip_left != 0) {
				if (skip_left < trans) {
					trans -= skip_left;
					skip_left = 0;
				} else {
					skip_left -= trans;
					trans = 0;
				}
				if (skip_left < pixels) {
					src += skip_left;
					pixels -= skip_left;
					skip_left = 0;
				} else {
					src += pixels;
					skip_left -= pixels;
					pixels = 0;
				}
			}
			if (skip_left != 0) continue;

			/* Skip transparent pixels */
			dst += trans;
			width -= trans;
			if (width <= 0 || pixels == 0) continue;
			pixels = min<uint>(pixels, (uint)width);
			width -= pixels;

			switch (mode) {
				case BM_COLOUR_REMAP: {
					const uint8 *remap = bp->remap;
					do {
						uint m = remap[*src];
						if (m != 0) *dst = m;
						dst++; src++;
					} while (--pixels != 0);
				} break;

				case BM_TRANSPARENT: {
					const uint8 *remap = bp->remap;
					src += pixels;
					do {
						*dst = remap[*dst];
						dst++;
					} while (--pixels != 0);
				} break;

				default:
					memcpy(dst, src, pixels);
					dst += pixels; src += pixels;
					break;
			}
		}
	}
}

Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
{
	/* Make memory for all zoom-levels */
	uint memory = sizeof(SpriteData);

	for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) {
		memory += UnScaleByZoom(sprite->height, i) * UnScaleByZoom(sprite->width, i);
	}

	/* We have no idea how much memory we really need, so just guess something */
	memory *= 5;
	SpriteData *temp_dst = (SpriteData *)MallocT<byte>(memory);
	byte *dst = temp_dst->data;

	/* Make the sprites per zoom-level */
	for (ZoomLevel i = ZOOM_LVL_BEGIN; i < ZOOM_LVL_END; i++) {
		/* Store the index table */
		uint offset = dst - temp_dst->data;
		temp_dst->offset[i] = offset;

		/* cache values, because compiler can't cache it */
		int scaled_height = UnScaleByZoom(sprite->height, i);
		int scaled_width  = UnScaleByZoom(sprite->width,  i);
		int scaled_1      =   ScaleByZoom(1,              i);

		for (int y = 0; y < scaled_height; y++) {
			uint trans = 0;
			uint pixels = 0;
			uint last_colour = 0;
			byte *count_dst = NULL;

			/* Store the scaled image */
			const SpriteLoader::CommonPixel *src = &sprite->data[ScaleByZoom(y, i) * sprite->width];
			const SpriteLoader::CommonPixel *src_end = &src[sprite->width];

			for (int x = 0; x < scaled_width; x++) {
				uint colour = 0;

				/* Get the color keeping in mind the zoom-level */
				for (int j = 0; j < scaled_1; j++) {
					if (src->m != 0) colour = src->m;
					/* Because of the scaling it might happen we read outside the buffer. Avoid that. */
					if (++src == src_end) break;
				}

				if (last_colour == 0 || colour == 0 || pixels == 255) {
					if (count_dst != NULL) {
						/* Write how many non-transparent bytes we get */
						*count_dst = pixels;
						pixels = 0;
						count_dst = NULL;
					}
					/* As long as we find transparency bytes, keep counting */
					if (colour == 0) {
						last_colour = 0;
						trans++;
						continue;
					}
					/* No longer transparency, so write the amount of transparent bytes */
					*dst = trans;
					dst++;
					trans = 0;
					/* Reserve a byte for the pixel counter */
					count_dst = dst;
					dst++;
				}
				last_colour = colour;
				pixels++;
				*dst = colour;
				dst++;
			}

			if (count_dst != NULL) *count_dst = pixels;

			/* Write line-ending */
			*dst = 0; dst++;
			*dst = 0; dst++;
		}
	}

	uint size = dst - (byte *)temp_dst;

	/* Safety check, to make sure we guessed the size correctly */
	assert(size < memory);

	/* Allocate the exact amount of memory we need */
	Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + size);

	dest_sprite->height = sprite->height;
	dest_sprite->width  = sprite->width;
	dest_sprite->x_offs = sprite->x_offs;
	dest_sprite->y_offs = sprite->y_offs;
	memcpy(dest_sprite->data, temp_dst, size);
	free(temp_dst);

	return dest_sprite;
}